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Recent Movie Reviews

653 Movie Reviews

The animation here is simple but really smooth. I felt that the style struck a really good balance between feeling well-made while also harkening back to some of the cruder animation emblematic of the peak Flash years. I do wish it had been a bit longer though.

The old music made me think this would have felt a lot more cinematic in black and white or with low saturation, maybe with some high contrast film noir lighting.

SuperGibaLogan responds:

thx for the review
btw the old music is a reference to ren & stimpy, since i used a few production music from the show

The grainy texture on the images looks great and makes this really feel like a pre-Flash cartoon of the 90s or earlier. You also really nailed the art style, and it really makes the animation pleasant to the eye.

Humor-wise I didn't find this especially entertaining, but it's only 2 minutes so the unfunny-ness isn't that painful to sit through, especially when the aesthetic makes up for it a lot.

There are two main hiccups that I think drags this down considerably. First, some of the animation is just way too simple. Some of the really simple stuff (like the camera pan in the beginning) have a low framerate and look jerky. The two frame loop of the rat digging through boxes looks really crude, and it wouldn't have taken THAT many more frames to create a loop (even a low framerate one) that looked less sloppy. The screen shake at the very end is another example of this - just a few more frames to slow this down would make it look more like something that might actually air on Cartoon Network.

The second issue is the timing. Not just comedic timing, but the timing of the shots as well. It's a short animation (under 2 minutes) yet panning and fading transitions are all we see for the first 30 seconds of it. Some of the relatively short shots should be even shorter, like the rat tearing apart the box, or the first shot of him reaching into it (you play the same loop later and that time it's shown for the right amount of time.) Similarly, both shots of the rat holding the snow globe are just a little too long, as well as the still shot of the mess the rat made. All of these things might seem like nitpicks, but if you imagine how awkward it might be to talk to someone that randomly inserted... half second pauses while speaking... to you, it makes sense how not only these small differences of a fraction of a second can create a disruptive experience, but how a bunch of them back to back make the final product look unpolished.

E-Nat responds:

Thanks for your feedback! I'll improve my short films better in the future 💖

A bit of a mixed bag here. Despite looking great visually, I don't think this installment is the best in any one category. While the animation is ultra smooth, in terms of choreography it doesn't have the interesting teamwork of 5.5/6.5, it doesn't have quite as fast-paced action as Antipathy, it doesn't have as deep a plot as Inundation, and it doesn't have the particle effects of Abrogation. Similar to Abrogation, the plot is basically the main cast trying to survive in the Auditor's world. It's not really clear where Hank is, since he didn't die in Expurgation (perhaps I need to play Project Nexus, as it's not really clear what the difference is between Nevada and Occurrent Nevada,) though teasing Deimos coming back is a definite point of intrigue.

Adding in some slight green tones to some of the scenes looks great and adds to the grungy tone that's gradually increased throughout the series. It's refreshing to see Sanford fight with a hook again, but the actual combos he does aren't much different from what we've seen before.

Hopefully we get to see something actually happen with the Auditor soon.

Recent Game Reviews

754 Game Reviews

Having to click through the dialogue on each repeat gets VERY old. I've tried all of the options, and while it sounds like petting the cat could change some invisible variables that make the other options lead to a better ending, having to click through the entire game every time discourages the player from trying every combination. (I tried petting and then going to sleep because the cat was tired and still got the same ending you get if you sleep immediately.)

The brevity of the game also makes the game feel a bit pointless. On one hand it's nice not having as much to click through, but on the other you don't get enough interactivity or story to become more invested. In practice it plays closer to one of the old "choose your animation" games than a true visual novel.

Beyond the gameplay, the art is cute but simple, and the UI looks decently clean.

Given that you still have time to tweak this, I'd highly recommend adding some kind of skip feature that you unlock by clicking through that same dialogue at least once. I'd be happy to help with that if you'd like.

sonicgilberth00 responds:

it was my first time doing interactive story with endings, whats the point.

thanks

i'm fine, but thanks as well

I played this back when it came out and thought it was hilarious and stupid at the time. Coming back 15 years later this thing holds up really well. The different endings/achievements are interesting enough to warrant some exploration, but there's a manageable level of content to the point where you aren't overwhelmed by it. Being able to commit suicide or shit before the game even starts are hilarious options. This game succeeds in everything it tries to do.

I had no idea you were still working on this, but coming back to it now, it looks pretty good! The score system and presence of an actual objective make this pretty enjoyable. I really like the variety of hazards in the game as well.

Some things of note:
- Explaining the controls in the game would probably work better than clicking through a text explanation of all of it. Explain a mechanic, then force the player to demonstrate understanding of that mechanic to pass an obstacle and move on. I'm pretty sure you're using FeindishDemon's platform engine which is ironic as his tutorial actually begins this way.
- In terms of player experience, the zoomed in camera and slow movement speed make the whole game feel a little sluggish. Being able to run through the level faster would have definitely made for a more enjoyable experience.
- The game doesn't seem to distinguish between pressing a button and holding it. This means you can double jump by holding the jump button instead of tapping it twice, and you have to hold the D button rather than pressing repeatedly to execute an attack combo. From a player feedback perspective, it feels a bit better if you can make each button press correlate with a discrete action rather than holding.
- There's nothing to attack. Enemy AI is hard to code but having some destructible walls would be a nice easy way to utilize the work you've already done in coding and animating the attacks.
- Hazards drain health gradually instead of taking a one-time chunk of health from the player and knocking them back with some invincibility frames. A single instance of damage with a knockback and damage animation/sound gives better player feedback and makes it clearer when they've messed up.
- Hitboxes need fixing. It looks like the actual sprite of the buzzsaws is the hitbox itself, which means that you can hit invisible corners on the buzzsaw (the part between the circle and corners here -> [O]) and take damage from it. Creating invisible hitbox sprites inside your Movie Clip to better represent what needs to collide will help this feel more fair and natural.
- Coins are placed in pretty arbitrary positions; collecting them doesn't add much to the game so much as it just slows you down. I would recommend putting some behind optional hazards so that there's a risk/reward component to your score. Similarly, some kind of timer might raise the skill ceiling of the game and improve replay value.
- Lack of background and texture for the platforms make this look a lot less polished than it is. A simple parallax background and even just some chicken scratches and bevel filter on the platforms would make the game look like a complete project.

If you're open to it, I'd be happy to help you fix most of this stuff. I know I've written a lot here, but with the right guidance it shouldn't take more than a week to fix them.

MebroukTheCat responds:

Well, to be honest... Most of the programming codes were copied from a YouTube video uploaded by jemaster800:
https://www.youtube.com/watch?v=8AG_BUSfDc4

It's like I drew the Mona Lisa with a crayon and here's why:

The advantage: It can work.

The disadvantage: It's not perfect.

Recent Audio Reviews

863 Audio Reviews

The tone and composition reminds me a lot of Super Solvers: Challenge of the Ancient Empires. I like the sound of this a lot, but the melody wanders aimlessly for a lot of it and makes the whole song sound more like a solo. There also isn't very much in the way of dynamics and development. This is par for the course for video game music, but makes the ending feel abrupt; I think this would work better as a looping track.

My recommendation would be to take some of your favorite parts from this and condense it into ~30 seconds, then use it as a bridge for something a bit more structured and repetitive.

YESEvoi responds:

Thanks for the advice!

I'm an easy target for djent stuff, and this is damn good. A tad repetitive, but enough changeups to keep it from being a glaring issue (with it going full Doom toward the end.) Mixing is a little muddy but otherwise tight.

I like the layering a lot, but I'm kind of lukewarm on the sample choice. The drums are a little weak, and sometimes it just feels like there's too much going on, especially with the samples being kind of short and repetitive.

Curious to see how this sounds with vocals over it, the tone is different and the 3/4 time signature would be challenging to spit to.

glitchs2d responds:

Thanks for the feedback. The beat may still change a bit by the time the full album is done. I have been listening to a lot of Ka and Roc Marciano recently, which is why the drums are on the weaker side. Honestly, I may remove them altogether in the end.

The flow of this song is atypical, to say the least. Most of the project is pretty traditional, but I really wanted to break out of the typical hip-hop structure for a few tracks to push my creativity.

Recent Art Reviews

129 Art Reviews

I'm a big fan of this art style. The high contrast and simple shapes make this really stylized.

Crazy amount of detail and great contrast between the low saturation characters and vibrant background. The bullets in the foreground are a bit distracting, especially with the blur effect on them.

This is a really cool concept, I'd like to see the folding/unfolding of this character animated! Certain parts of the body lack a bit of detail, and the wheel itself really just looks like three concentric circles.

Zechetto responds:

yeah, the left/closed version is without perspective or depth. It's purposely made that way for study reasons, that's how I get to the right version one. I don't really wanted to make a detailed concept. Just a study, but I like it very much how it gets to the spirit of the character and I do love the painting.

By the way, this is one of my first paintings with a brush I made from scratch, and is much better developed now

Once upon a time, water taught itself how to feel pain.

Age 30, Male

Software engineer /

United States

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